92 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SkillEffect.h"
#include "ProjectFish/Definations.h"
#include "ProjectFish/DataAsset/BagConfigAsset.h"
#include "UObject/Object.h"
#include "Skill.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FSkillUpdate);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSkillExecute, const FString&, SkillName);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSkillSpeedChanged, bool, bSpeedUp, const float&, DurationTime);
DECLARE_MULTICAST_DELEGATE_OneParam(FSkillEnduranceChange, int32);
/**
*
*/
UCLASS(BlueprintType)
class PROJECTFISH_API USkill : public UObject
{
GENERATED_BODY()
public:
//void InitSkill(class APawnWithSkill* owner, USkillManager* skillManager, FSkillData SkillData, FIntPoint BagPos);
void InitSkill(class APawnWithSkill* owner, USkillManager* skillManager, const FPlacedSkillInfo& PlacedSkill);
void InitSkillTrigger();
void TickSkill(float deltaTime);
void ExecuteSkill();
void CancelSkill();
FString GetSkillName() const;
class APawnWithSkill* GetOwner();
USkillManager* GetSkillManager() const { return SkillManager; }
TObjectPtr<USkillAsset> GetSkillData();
TArray<USkillEffect*> GetAllSkillEffects()
{
return SkillEffects;
}
FIntPoint GetBagPos();
void SetSkillData( TObjectPtr<USkillAsset> SkillData);
UFUNCTION(BlueprintCallable)
void ApplyRemainingTimeOffset(int timeOffset);
UFUNCTION(BlueprintCallable)
void ApplyRemainingEnduranceOffset(int Offset);
//修改技能速度
void ApplySkillSpeed(float offset, float duration);
UFUNCTION(BlueprintPure)
bool SkillTickAble();
UFUNCTION(BlueprintPure)
bool SkillExecuteAble();
UFUNCTION(BlueprintPure)
FIntPoint GetSkillSize();
public:
UPROPERTY(BlueprintAssignable)
FSkillUpdate OnSkillUpdate;
UPROPERTY(BlueprintAssignable)
FSkillExecute OnSkillExecute;
UPROPERTY(BlueprintAssignable)
FSkillSpeedChanged OnSkillSpeedChanged;
FSkillEnduranceChange OnSkillEnduranceChange;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能效果"))
TObjectPtr< USkillAsset> SkillData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能效果"))
USkillManager* SkillManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能效果"))
TArray<USkillEffect*> SkillEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能所有者"))
class APawnWithSkill* Owner;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "剩余冷却时间"))
float RemainingTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "剩余耐久度"))
int32 RemainingEndurance;
UPROPERTY(BlueprintReadOnly, EditAnywhere, meta = (ToolTip = "背包位置"))
FIntPoint BagPosition;
};